Satisfactory · Rifle ammunition | Compare

Choose a variant below. Closely related recipes, conditions or opening branches are collected here so you can compare them without moving between almost identical pages.

The version and limits of the original source apply to every entry. Quantities and requirements belong to the named variant; do not add alternative recipes or opening lines together.

These options share a planning task. Their differences stay visible in the individual rows and calculators.

Using this reference

Choose a recipe for Rifle ammunition, then choose the machine that will run it. The per-minute rate uses the recorded output, recipe duration and machine speed. Batch quantities answer how many materials a fixed number of operations consumes; the rate column answers how fast one selected machine processes them.

Increase the target rate to see the number of whole machines needed. Rounding up leaves some nominal spare capacity. This is a direct production step, not a balanced factory: upstream supply, transport and temporary interruptions still need to support the stated rate.

Homing Rifle Ammo

25 per minute · Buildings needed (rounded up): 3

Ingredients / Products · Number of cycles: 1
Source dataBatchesper minute
− Rifle Ammo20 50
− High-Speed Connector1 2.5
+ Homing Rifle Ammo10 25

Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.

per minute = Batches × 60 × Production building / seconds per cycle

Homing Rifle Ammo · 24 Seconds

Rifle Ammo × 20 + High-Speed Connector × 1 → Homing Rifle Ammo × 10

Station: Assembler

A worked example

Suppose you want 31 × Homing Rifle Ammo. This recipe produces 10 per operation, so you need 4 operations. That produces 40 in total, leaving 9 extra. The direct material list is Rifle Ammo × 80 and High-Speed Connector × 4.

Check the source ↗ · 1.0 snapshot

Turbo Rifle Ammo

250 per minute · Buildings needed (rounded up): 1

Ingredients / Products · Number of cycles: 1
Source dataBatchesper minute
− Rifle Ammo25 125
− Aluminum Casing3 15
− Turbofuel3 m³15
+ Turbo Rifle Ammo50 250

Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.

per minute = Batches × 60 × Production building / seconds per cycle

Turbo Rifle Ammo · 12 Seconds

Rifle Ammo × 25 + Aluminum Casing × 3 + Turbofuel × 3 → Turbo Rifle Ammo × 50

Station: Blender

Turbo Rifle Ammo · 12 Seconds

Rifle Ammo × 25 + Aluminum Casing × 3 + Packaged Turbofuel × 3 → Turbo Rifle Ammo × 50

Station: Manufacturer

A worked example

Suppose you want 151 × Turbo Rifle Ammo. This recipe produces 50 per operation, so you need 4 operations. That produces 200 in total, leaving 49 extra. The direct material list is Rifle Ammo × 100, Aluminum Casing × 12, and Turbofuel × 12.

Check the source ↗ · 1.0 snapshot

Rifle Ammo

75 per minute · Buildings needed (rounded up): 1

Ingredients / Products · Number of cycles: 1
Source dataBatchesper minute
− Copper Sheet3 15
− Smokeless Powder2 10
+ Rifle Ammo15 75

Rates use the selected building at base speed. No modules, beacons, quality, power shortages or overclocking are simulated. Fractional outputs are expected averages, not guaranteed drops.

per minute = Batches × 60 × Production building / seconds per cycle

Rifle Ammo · 12 Seconds

Copper Sheet × 3 + Smokeless Powder × 2 → Rifle Ammo × 15

Station: Assembler

A worked example

Suppose you want 46 × Rifle Ammo. This recipe produces 15 per operation, so you need 4 operations. That produces 60 in total, leaving 14 extra. The direct material list is Copper Sheet × 12 and Smokeless Powder × 8.

Check the source ↗ · 1.0 snapshot

Game and item names below retain the source’s English identifiers so you can find them in the linked documentation.

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